
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#362 Posted 06 December 2009 - 05:09 PM
#363 Posted 06 December 2009 - 07:09 PM
#364 Posted 07 December 2009 - 02:24 AM
Didn't have such a problem with eduke32 svn.
Last revision of polymer hrp svn (changes provided by Loomsday) has some missing files 0302_n.png, 0381_n.png, 0381_s.png.
This post has been edited by Piterplus: 07 December 2009 - 03:02 AM
#365 Posted 07 December 2009 - 07:32 AM
#367 Posted 07 December 2009 - 12:33 PM
+ PNG optimization for all all Loomsday tiles
+ #381_n/s commented out in textures.def (fixes error messages in eduke32.log)
Should someone add the missing textures, just remove the "//" in textures.def. #302_n is still missing, but also not defined, so no def error is caused/logged.
All these changes are included with latest SVN revision.
This post has been edited by NightFright: 07 December 2009 - 12:34 PM
#368 Posted 08 December 2009 - 08:22 AM
#369 Posted 08 December 2009 - 10:43 AM

#371 Posted 08 December 2009 - 04:08 PM

http://www.mediafire.com/?am2tvz2jtmh
Tiles 472,477,770,780,786-788,800,1100 + definitions included
Preview:


This post has been edited by gt1750: 08 December 2009 - 04:09 PM
#372 Posted 09 December 2009 - 05:35 AM
#373 Posted 09 December 2009 - 06:30 AM
#374 Posted 09 December 2009 - 11:21 AM
#375 Posted 09 December 2009 - 12:04 PM
Includes gt1750 normal/specular maps. Also included with SVN (rev 36).
This post has been edited by NightFright: 09 December 2009 - 12:05 PM
#376 Posted 09 December 2009 - 01:44 PM
is for revision 15 and not the 17. Somewhere in the topic I posted the full revision 17 downloaded with TortoiseSVN.
#377 Posted 09 December 2009 - 02:22 PM
Anyway, maybe we get another full beta release ready soon, to avoid confusion. ^^
#378 Posted 09 December 2009 - 03:42 PM
gt1750, on Dec 9 2009, 04:30 PM, said:
I dunno why but there are problems with some of you normalmaps, the RGB channel for #770 for example looks like this:
P.S. There shouldn't be any black spots at all otherwise the texture appears ingame with noticable glitch.
P.P.S. Why are some of your specular maps colored? Shouldn't it be 8bit greyscale PNG? - it reduces file's size greatly.
[EDIT] Shit. It appears that your files in the pack you uploaded are ok.. and somehow they got corrupted after tranferring to SVN, looks like they got ownt by some png optimization tool NightFright uses...
This post has been edited by Roma Loom: 09 December 2009 - 03:51 PM
#379 Posted 09 December 2009 - 03:57 PM
#380 Posted 09 December 2009 - 06:18 PM
[edit]
From what I see, only 3 files changed/added in revision 17 against revision 15:
hrp_readme.txt
2548_freezer.jpg
2548_freezer_f.jpg
So you can include the 2 .jpg files to your update pack, if they are not already included.
This post has been edited by supergoofy: 10 December 2009 - 01:29 PM
#381 Posted 09 December 2009 - 07:38 PM
Roma Loom, on Dec 10 2009, 01:57 AM, said:
It looks like the tool assumes regions with an alpha of 0 aren't going to be needed and removes them. Either stop using this tool or uncheck this option. This assumption is bad and will cause corruption for all textures, not just normal and specular maps. Please double-check every texture you used this tool on.
#382 Posted 10 December 2009 - 01:42 AM
Roma Loom, on Dec 9 2009, 10:21 PM, said:
Thats true.
Most of normal map I've done was made from specially prepared textures (It was not so hard since I have all the layers in my sources).
Some of them was made solely for creating normal map. So, it was not just "lets put them in crazybump and see that it've done".
For example, 5510:
Ingame texture (obviously not ready to be "crazybumped"):

Here is right one (handmade):

This post has been edited by Piterplus: 10 December 2009 - 01:44 AM
#383 Posted 10 December 2009 - 02:17 AM
Roma Loom, on Dec 10 2009, 12:42 AM, said:
P.S. There shouldn't be any black spots at all otherwise the texture appears ingame with noticable glitch.
P.P.S. Why are some of your specular maps colored? Shouldn't it be 8bit greyscale PNG? - it reduces file's size greatly.
[EDIT] Shit. It appears that your files in the pack you uploaded are ok.. and somehow they got corrupted after tranferring to SVN, looks like they got ownt by some png optimization tool NightFright uses...
The specmaps are colored to slightly change the color of the highlight. If you think it's not noticeable in game, the specmaps can changed into greyscale.
#384 Posted 10 December 2009 - 07:29 AM
#385 Posted 10 December 2009 - 10:37 AM
#386 Posted 10 December 2009 - 11:59 AM
Polymer HRP Update v4.2.037 (25.1 MB, see signature link) does contain all these fixes, too - along with the two missing Freezer textures from rev.15 -> 17.
I will probably stop using my optimization tool at least for the normal/specular maps. It never gave me any problems on the standard textures, but it seems the mapping stuff is too delicate for the program. I was using PNG Optimizer - if you know the correct settings for it in order to prevent this, feel free to tell me.
This post has been edited by NightFright: 10 December 2009 - 12:33 PM
#387 Posted 10 December 2009 - 02:07 PM
Roma Loom, on Dec 10 2009, 08:37 PM, said:
Materials can only absorb light, not create it. Since the green light from the shrinker only has a green component, materials can just reflect darker green or nothing at all, not change its color. Try shining white light at the material gt1750 created and you should see the colored reflection.
#388 Posted 12 December 2009 - 12:35 PM
Plagman and/or Roma Loom, you should email the maker of PngOptimizer with details as to what is done wrong. There is a contact link on the bottom-right of the PngOptimizer page. There is also source code available.
This post has been edited by Hendricks266: 12 December 2009 - 12:36 PM